Unity单例模式的实践
2017-11-07 本文已影响140人
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为什么使用单例模式
单例模式的效果是系统中对应类只有一个实例对象,根据不同的场景原因各有不同,有的是为了避免多次创建带来的资源开销,有的是为了方便数据的统一处理和保存等等。
经验中可使用单例的情景
- 游戏数据管理器:管理游戏数据如最新的关卡,上次进行关卡的数据等。
- 声音管理器:播放背景音乐或者点击音效。
- 内购管理:管理内购。
- 广告管理器:管理广告的显示和隐藏,统一管理广告的各种回调如广告的关闭。
- 更多
实践
当单例无需使用MonoBehaviour的特性如开启协程的时候,可以直接使用C#的单例。
C#单例(饿汉)
using System;
public class Singleton{
private object _lock = new object();
private Singleton _instance = null;
public static Instance{
get{
if(_instance==null){
lock(_lock){
if(_instance==null){
_instance = new Singleton();
}
}
}
return _instance;
}
}
}
MonoBehaviour单例
我在网上找到一个MonoBehaviour单例的写法,如下所示。
using UnityEngine;
public abstract class SingletonMono<T> : MonoBehaviour where T : MonoBehaviour
{
private static T _instance;
private static object _lock = new object();
public static T Instance
{
get
{
if (applicationIsQuitting)
{
Debug.LogWarning("[Singleton] Instance '" + typeof(T) +
"' already destroyed on application quit." +
" Won't create again - returning null.");
return null;
}
lock (_lock)
{
if (_instance == null)
{
_instance = (T) FindObjectOfType(typeof(T));
if (FindObjectsOfType(typeof(T)).Length > 1)
{
Debug.LogError("[Singleton] Something went really wrong " +
" - there should never be more than 1 singleton!" +
" Reopening the scene might fix it.");
return _instance;
}
if (_instance == null)
{
GameObject singletonPrefab = null;
GameObject singleton = null;
// Check if exists a singleton prefab on Resources Folder.
// -- Prefab must have the same name as the Singleton SubClass
singletonPrefab =
(GameObject) Resources.Load("Prefabs/" + typeof(T).ToString(), typeof(GameObject));
// Create singleton as new or from prefab
if (singletonPrefab != null)
{
singleton = Instantiate(singletonPrefab);
_instance = singleton.GetComponent<T>();
}
else
{
singleton = new GameObject();
_instance = singleton.AddComponent<T>();
}
singleton.name = "(singleton) " + typeof(T).ToString();
DontDestroyOnLoad(singleton);
Debug.Log("[Singleton] An instance of " + typeof(T) +
" is needed in the scene, so '" + singleton +
"' was created with DontDestroyOnLoad.");
}
else
{
Debug.Log("[Singleton] Using instance already created: " +
_instance.gameObject.name);
}
}
return _instance;
}
}
}
private static bool applicationIsQuitting = false;
/// <summary>
/// When Unity quits, it destroys objects in a random order.
/// In principle, a Singleton is only destroyed when application quits.
/// If any script calls Instance after it have been destroyed,
/// it will create a buggy ghost object that will stay on the Editor scene
/// even after stopping playing the Application. Really bad!
/// So, this was made to be sure we're not creating that buggy ghost object.
/// </summary>
public void OnDestroy()
{
applicationIsQuitting = true;
}
void Awake()
{
if (_instance != null && _instance != this)
{
Destroy(this.gameObject);
}
else
{
Init();
}
DontDestroyOnLoad(this.gameObject);
}
protected virtual void Init()
{
}
}
其中下列语句是重要,可要到Resource目录下加载与类名相对应的Prefab预制体
singletonPrefab =(GameObject)Resources.Load(typeof(T).ToString(),typeof(GameObject));
Init()
方法在生命周期函数Awake()中调用,可重写该函数扩展操作。
protected virtual void Init()
{
}
我的实践
SoundManager C#脚本
对于声音管理器,我定义了下面显示的SoundManager用于声音的管理。SoundManager继承了上述的SingletonMono类。
using System.Collections;
using System.Collections.Generic;
using Model;
using UnityEngine;
using zbUtil;
public class SoundManager : SingletonMono<SoundManager>
{
public AudioClip[] AudioClips;
private AudioSource _audioSource;
public enum SoundType
{
Click = 0,
CorrectLetter,
Coin,
Win,
Move,
}
protected override void Init()
{
base.Init();
_audioSource = GetComponent<AudioSource>();
}
private bool _soundOn
{
get { return GameDataManager.getInstance().IsSoundOn(); }
}
public void Play(SoundType type)
{
if (!_soundOn)
{
return;
}
_audioSource.PlayOneShot(AudioClips[(int) type]);
}
}
SoundManager的预制体
- 存储目录
- Inspector
使用
SoundManager.Instance.Play(SoundManager.SoundType.Click);